Hello, and welcome back to our review of Octopath Traveler! The last time we covered the beginning of the game and the ground level of its various mechanics, including history, games and aesthetics. This time we will dive a little deeper into the various aspects, and explore the little difficulties that keep the fight strong, even in the 50-hour mark.
An experience full of character
As previously explored, the game has no central history, but instead has its own plot for each of its eight different protagonists. As mentioned, I liked the start of each story, even though they were a bit archetypal, because they did a good job of establishing character and motivation, or at least pointing at the interest to some extent. And I would lie if I said that I still had no benefit from the story of this point.
As the game has passed and I've reached the end of Chapter 3 with each party member, I've started to feel a bit divergent when it comes to writing. The more simplistic stories ̵
 While the stories may be zigzag, the characters continue to be quirky and convincing, thanks to the addition of a part club from Chapter 2 on. Depending on who you have in your party, you get small one-on-one chats with regard to current events: whether it's good natural ribbing, personal advice or even troublesome flirting. (Ophilia and H & # 39; s passionate about each other, and I do not want to hear anything else!)
These chats, for what they are, are simply amazing – but they also think how little interaction there is between the characters otherwise. Stories always act as if the protagonist is alone, which works well under certain circumstances, but creates plotholes or contrivances in another. Not to mention just a small party interaction and presence will add taste and investment. While I'm willing to suspend infidelity to a point, there are times when I was taken out of the experience as a result. If there was only a little more context, the whole game would be useful.
Sidetracked by Role Playing
While the main missions can be a mixed bag, Octopath Travelers page assignments are a consistent highlight and manage to be continuously engaging and interesting. Quest donors will look forward to what the problem they are facing and the way you solve it is up to you. There is no waypoint marker, no directions, no sharp signs telling you "Here's what you do, dummy". You must read, explore and pay attention to townmen and the surroundings to solve things. More than most other RPG games I've seen, Octopath requires you to be aware of text, random dialogs and other minutiae to deepen what you need to do.
The method for solving problems is one of the game's most important features, Path Actions. Each character has an act that allows them to either guide people (Ophilia & Primrose), get information (Cyrus & Alfyn), get things (Tressa & Therion), or turn up spectators (Olberic & H & quot; aanit). In addition, each action is called either "Noble" or "Rogue". Noble actions can be done as long as you are at the right level (or in Tressa's case, with enough money), while Rogue actions can be done at any time with a percentage chance of error. Failure enough times and your reputation will be tarnished, so you can not communicate with the city people until you pay barkeep to spread good rumors about you.
The flexibility of obtaining page assignments is a big part of the game. While it seems that someone has a more rigid solution (which requires a particular information or a particular item), the fact that you have opportunities for achieving these goals, added the possibility of self-imposed challenges or limitations. Do you just want to get things precious? Or pilfering every single item you can? What if you just want to bump every NPC on your head? The freedom of choice is fantastic and creates a large amount of replayability.
While each playable character has its basic skills, they also have access to a selection of their peers in the form of Jobs. By reaching certain sanctuaries dotted through Orsterra, you can access a character's job so that others can donate their roles – and their clothes. Do you want to make petit Tressa a cruel warrior? Do you want bony Cyrus put on fur and become a hunter? Or let the serious Therion adopt a risqué outfit that dances? The possibilities are all there, and let you customize your party the way you want.
At least … to a point. Unlike many other games with such a system, Octopath Traveler lets only one character use every secondary job at a time. This means you can never drive more than two characters with the same skills. Furthermore, the only thing that carries between job classes, passive support subjects – you can not use an entire library of features at once.
For some, this may seem like an unnecessary shackling of potentially interesting job combinations. But on a personal level, I appreciate this condition – it forces you to experiment and diversify your party rather than just stacking your set with broken combinations. The exponential growth in the cost of skills also encourages looking up jobs often, instead of simply sticking to a set of outfits for half the game (although you can do it if you're so inclined.) Combined with the game already good base distribution of skills and abilities, and you still have a wide range of opportunities without being able to snap the game over your knee like any previous game with such a system. There are even some other classes available late games that I can not wait to get my hands on.
More to come
We still need to unpack the history of each character and check out the mysterious last boss who has corners of the internet abuzz, so there's still much more to talk about. While a few bumps on the road have begun to make themselves known, I still enjoy the Octopath Traveler, and can still recommend it to anyone who is still on the fence about it – especially if you are a fan of the old school RPGs it emulates.
If you want a more detailed summary of my thoughts so far, check out the first part of the review or our previous series on the game demo. Until next time!